Server: Revamp Power-Ups to use rotation cycle

This commit is contained in:
moto 2022-05-07 22:18:55 -04:00
parent de3ae91395
commit 3f328c6cd4
4 changed files with 433 additions and 431 deletions

View file

@ -173,7 +173,7 @@ void() Dog_Death =
if (rounds == dogRound)
{
if (!Remaining_Zombies)
Spawn_Powerup(self.origin + '0 0 12', 1);
Spawn_Powerup(self.origin + '0 0 12', PU_MAXAMMO);
}
float r = random();

View file

@ -1134,12 +1134,12 @@ void() Zombie_Death =
{
if (total_powerup_points >= powerup_score_threshold)
{
Spawn_Powerup(self.origin, 0);
Spawn_Powerup(self.origin + '0 0 13', -1);
powerup_activate *= 1.14;
powerup_score_threshold = total_powerup_points + powerup_activate;
}
else if (random () <= 0.02)
Spawn_Powerup(self.origin, 0);
Spawn_Powerup(self.origin + '0 0 13', -1);
}
}

View file

@ -1,9 +1,9 @@
/*
server/entities/powerups.qc
powerup logic
Power-Up Spawn and Use Logic
Copyright (C) 2021 NZ:P Team
Copyright (C) 2021-2022 NZ:P Team
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
@ -25,78 +25,178 @@
*/
.float zombie_drop_id;
.float flashtime;
.float flash_step;
#define MAX_POWERUPS 8
// the powerup's model
string(float type) getPowerupModel =
#define PU_NUKE 0
#define PU_INSTAKILL 1
#define PU_DOUBLEPTS 2
#define PU_CARPENTER 3
#define PU_MAXAMMO 4
var struct powerup_struct
{
switch(type) {
case 1: return "models/pu/maxammo!.mdl"; break;
case 2: return "models/pu/x2!.mdl"; break;
case 3: return "models/pu/instakill!.mdl"; break;
case 4: return "models/pu/nuke!.mdl"; break;
case 5: return "models/pu/carpenter!.mdl"; break;
case 6: return "models/pu/perkbottle!.mdl"; break;
default: return ""; break;
float id;
float occupied;
float flash_screen;
string model_path;
string voiceover_path;
void() function;
float() requirement_function;
} powerup_array[MAX_POWERUPS] = {};
float powerup_count;
float powerup_index;
.float zombie_drop_id;
//
// PU_AddToStruct(id, model_path, voiceover_path)
// Adds the Power-Up and info to the powerup struct
//
void(float id, float flash_screen, string model_path, string voiceover_path, void() function, float() requirement_function)
PU_AddToStruct =
{
if (id > MAX_POWERUPS - 1)
return;
// Precache Model and VO
precache_model(model_path);
precache_sound(voiceover_path);
// Populate the Struct at Index
powerup_array[powerup_count].id = id;
powerup_array[powerup_count].occupied = true;
powerup_array[powerup_count].flash_screen = flash_screen;
powerup_array[powerup_count].model_path = model_path;
powerup_array[powerup_count].voiceover_path = voiceover_path;
powerup_array[powerup_count].function = function;
powerup_array[powerup_count].requirement_function = requirement_function;
// Increment Index
powerup_count++;
};
//
// PU_PopulateArray()
// Generates a Power-Up array with the Fisher-Yates shuffle
//
void() PU_PopulateArray =
{
float amount = powerup_count;
while(amount > 0) {
float i = floor(random() * amount);
amount -= 1;
powerup_struct temp;
temp = powerup_array[i];
powerup_array[i] = powerup_array[amount];
powerup_array[amount] = temp;
}
}
};
// the powerup's pick up voice clip
string(float type) getPowerupVO =
//
// PU_GetNextPowerUp()
// Returns the next valid Power-Up, and refreshes array if needbe.
//
float() PU_GetNextPowerUp =
{
switch(type) {
case 1: return "sounds/pu/maxammo.wav"; break;
case 2: return "sounds/pu/double_points.wav"; break;
case 3: return "sounds/pu/insta_kill.wav"; break;
case 4: return "sounds/pu/nuke.wav"; break;
case 5: return "sounds/pu/carpenter.wav"; break;
default: return ""; break;
}
float id;
float found;
id = -1;
found = false;
}
void() maxammo =
{
entity tempe, temp;
tempe = find (world, classname, "player");
while (tempe)
{
if (!tempe.downed)
{
if (tempe.weapon)
{
tempe.currentammo = getWeaponAmmo(tempe.weapon);
if (!tempe.currentmag)
{
temp = self;
self = tempe;
W_Reload(S_BOTH);
self = temp;
}
}
if (tempe.secondaryweapon)
tempe.secondaryammo = getWeaponAmmo(tempe.secondaryweapon);
tempe.primary_grenades = 4;
if (tempe.grenades & 2)
tempe.secondary_grenades = 2;
while(found == false) {
// Refresh the Array if we're at the end
if (powerup_index >= MAX_POWERUPS - 1) {
PU_PopulateArray();
powerup_index = 0;
}
#ifdef PC
ScrollText("MAX AMMO!", tempe);
#endif
#ifdef PSP
nzp_maxammo();
#endif
tempe = find (tempe, classname, "player");
// Grab a Power-Up
powerup_struct pu = powerup_array[powerup_index];
powerup_index++;
// Found a valid Power-Up
if (pu.occupied == true) {
// Check if we meet the requirements
if (pu.requirement_function() == true) {
id = pu.id;
found = true;
}
}
}
}
void() nuke_finalize =
return id;
};
//
// PU_ShouldFlashScreen(id)
// Returns flash_screen from Power-Up struct.
//
float(float id) PU_ShouldFlashScreen =
{
if (id == -1)
return false;
for(float i = 0; i < MAX_POWERUPS - 1; i++) {
if (powerup_array[i].id == id)
return powerup_array[i].flash_screen;
}
return false;
};
//
// PU_ModelPath(id)
// Returns model_path from Power-Up struct.
//
string(float id) PU_ModelPath =
{
if (id == -1)
return "";
for(float i = 0; i < MAX_POWERUPS - 1; i++) {
if (powerup_array[i].id == id)
return powerup_array[i].model_path;
}
return "";
};
//
// PU_VoiceoverPath(id)
// Returns model_path from Power-Up struct.
//
string(float id) PU_VoiceoverPath =
{
if (id == -1)
return "";
for(float i = 0; i < MAX_POWERUPS - 1; i++) {
if (powerup_array[i].id == id)
return powerup_array[i].voiceover_path;
}
return "";
};
//
// PU_LogicFunction(id)
// Returns function() from Power-Up struct.
//
void(float id) PU_LogicFunction =
{
if (id == -1)
return;
for(float i = 0; i < MAX_POWERUPS - 1; i++) {
if (powerup_array[i].id == id)
powerup_array[i].function();
}
};
//
// PU_NukeFinalize
// Wrap Nuke stuff up.
//
void() PU_NukeFinalize =
{
entity players;
@ -116,9 +216,13 @@ void() nuke_finalize =
}
nuke_powerup_active = false;
}
};
void() do_nuke_kill =
//
// PU_NukeKill()
// Kills Targets when Nuke is active.
//
void() PU_NukeKill =
{
// back up ourselves
entity oldself;
@ -126,7 +230,7 @@ void() do_nuke_kill =
// switch to goaldummy, is goaldummy world?
if (self.goaldummy == world) {
nuke_finalize();
PU_NukeFinalize();
remove(self);
return;
} else {
@ -146,9 +250,14 @@ void() do_nuke_kill =
self.goaldummy = findfloat(self.goaldummy, iszomb, 1);
self.nextthink = (rint((random() * 6) + 1)/10) + time; // random number from 0.1 to 0.7
}
};
void() nuke =
//
// PU_Nuke()
// Nuke Power-Up Function
//
void() PU_Nuke =
{
// if there's already one active, just increment the point multiplier
if (nuke_powerup_active == true) {
@ -166,251 +275,236 @@ void() nuke =
nuke_watcher = spawn();
nuke_watcher.goaldummy = findfloat(world, iszomb, 1);
nuke_watcher.think = do_nuke_kill;
nuke_watcher.think = PU_NukeKill;
nuke_watcher.nextthink = (rint((random() * 6) + 1)/10) + time; // random number from 0.1 to 0.7
}
};
void() carpenter =
//
// PU_InstaKill()
// Insta-Kill Power-Up Fuction
//
void() PU_InstaKill =
{
local entity oldself;
local entity who;
oldself = self;
instakill_finished = time + 30;
other.insta_icon = true;
};
who = find(world,classname,"window");
while(who != world)
{
if(who.health < 6 && who.health != -10)//-10 is for boardless windows
{
self = who;
window_carpenter_1 ();
who.health = 6;
self = oldself;
}
who = find(who,classname,"window");
}
who = find(world,classname,"player");
while(who)
{
addmoney(who, 200, 1);
who = find(who,classname,"player");
}
total_windows_down = 0;
}
void(entity who) give_perkdrop_logic =
//
// PU_DoublePoints()
// Double Points Power-Up Function
//
void() PU_DoublePoints =
{
// Return here if we already have all of the Perks
if ((who.perks & P_REVIVE) && (who.perks & P_JUG) && (who.perks & P_SPEED) && (who.perks & P_DOUBLE) &&
(who.perks & P_FLOP) && (who.perks & P_STAMIN) && (who.perks & P_DEAD) && (who.perks & P_MULE)) {
return;
}
x2_finished = time + 30;
other.x2_icon = true;
};
local float perk;
perk = 0;
while(perk == 0) {
local float num;
num = rint((random() * 7)) + 1;
switch(num) {
case 1:
if (!(who.perks & P_JUG)) {
perk = 1;
}
break;
case 2:
if (!(who.perks & P_DOUBLE)) {
perk = 2;
}
break;
case 3:
if (!(who.perks & P_SPEED)) {
perk = 4;
}
break;
case 4:
if (!(who.perks & P_REVIVE)) {
perk = 8;
}
break;
case 5:
if (!(who.perks & P_FLOP)) {
perk = 16;
}
break;
case 6:
if (!(who.perks & P_STAMIN)) {
perk = 32;
}
break;
case 7:
if (!(who.perks & P_DEAD)) {
perk = 64;
}
break;
case 8:
if (!(who.perks & P_MULE)) {
perk = 128;
}
break;
default: break;
}
who.perks = who.perks | perk;
}
SetPerk(who, who.perks);
}
void() give_perk =
//
// PU_Carpenter()
// Carpenter Power-Up Function
//
void() PU_Carpenter =
{
// Individual Power-Up
if (self.style == 1) {
give_perkdrop_logic(other);
}
// OUR Power-Up
else {
local entity who;
who = find(world, classname, "player");
entity tempe;
entity tempe2;
tempe2 = self;
while(who) {
give_perkdrop_logic(who);
who = find(who, classname, "player");
}
}
}
tempe = find(world, classname, "window");
void() powerup_flash =
{
if(self.flash_step == 0)
{
self.flash_step = 1;
self.flashtime = time + 3;
self.nextthink = time + 0.6;
}
else if(self.flash_step == 1)
{
self.nextthink = time + 0.6;
if(self.flashtime < time)
{
self.flash_step = 2;
self.nextthink = time + 0.3;
self.flashtime = time + 3;
// Repair Barricades
while(tempe != world) {
// Target non-full and board-able Barricades
if (tempe.health < 6 && tempe.health != -10) {
self = tempe;
window_carpenter_1();
self.health = 6;
self = tempe2;
}
}
else if(self.flash_step == 2)
{
self.nextthink = time + 0.3;
if(self.flashtime < time)
{
self.flash_step = 3;
self.nextthink = time + 0.15;
self.flashtime = time + 3;
}
}
else if(self.flash_step == 3)
{
self.nextthink = time + 0.15;
if(self.flashtime < time)
{
// moto - we used to setmodel blank here too, but it caused errors with the sprite.
remove(self.owner);
remove(self);
return;
}
tempe = find(tempe, classname, "window");
}
if(self.model == "") {
setmodel(self, getPowerupModel(self.zombie_drop_id));
} else {
setmodel(self,"");
tempe = find(world, classname, "player");
// Reward Players with Points
while(tempe) {
addmoney(tempe, 200, 1);
tempe = find(tempe, classname, "player");
}
};
void() powerup_play_sound =
//
// PU_CarpenterRequirement()
// Requirements for Carpenter Power-Up.
//
float() PU_CarpenterRequirement =
{
// play the VO clip if its not the perk bottle
if (self.zombie_drop_id != 6)
sound(self, CHAN_VOICE, self.powerup_vo, 1, ATTN_NONE);
// finally, remove the (invisible/inactive) powerup.
remove(self);
if (total_windows_down >= 5)
return true;
return false;
}
void() powerup_touch =
//
// PU_MaxAmmo()
// Max Ammo Power-Up Function
//
void() PU_MaxAmmo =
{
local float t;
entity tempe;
t = random();
tempe = find(world, classname, "player");
if(other.classname == "player")
while(tempe) {
// Fill Primary Weapon
if (tempe.weapon) tempe.currentammo = getWeaponAmmo(tempe.weapon);
// Fill Secondary Weapon
if (tempe.secondaryweapon) tempe.secondaryammo = getWeaponAmmo(tempe.secondaryweapon);
// Fill Third Weapon
if (tempe.thirdweapon) tempe.thirdammo = getWeaponAmmo(tempe.thirdweapon);
// Give Grenades
tempe.primary_grenades = 4;
// Give Betties
if (tempe.grenades & 2) tempe.secondary_grenades = 2;
// MAX AMMO! text
#ifdef PC
ScrollText("MAX AMMO!", tempe);
#endif
#ifdef PSP
nzp_maxammo();
#endif
tempe = find(tempe, classname, "player");
}
};
//
// PU_NullRequirement()
// Power-Up has no requirements. Always return true.
//
float() PU_NullRequirement =
{
return true;
};
//
// PU_Init()
// Fill the Power-Up array for the first time and
// define used Power-Ups
//
void() PU_Init =
{
// Start with 0 Power-Ups accessible
powerup_count = 0;
// Set the Power-Up array IDs to empty
for(float i = 0; i < MAX_POWERUPS; i++) {
powerup_array[i].id = -1;
}
// Just add all of them for now
PU_AddToStruct(PU_NUKE, true, "models/pu/nuke!.mdl", "sounds/pu/nuke.wav", PU_Nuke,
PU_NullRequirement );
PU_AddToStruct(PU_INSTAKILL, false, "models/pu/instakill!.mdl", "sounds/pu/insta_kill.wav", PU_InstaKill,
PU_NullRequirement );
PU_AddToStruct(PU_DOUBLEPTS, false, "models/pu/x2!.mdl", "sounds/pu/double_points.wav", PU_DoublePoints,
PU_NullRequirement );
PU_AddToStruct(PU_CARPENTER, false, "models/pu/carpenter!.mdl", "sounds/pu/carpenter.wav", PU_Carpenter,
PU_CarpenterRequirement );
PU_AddToStruct(PU_MAXAMMO, false, "models/pu/maxammo!.mdl", "sounds/pu/maxammo.wav", PU_MaxAmmo,
PU_NullRequirement );
// Fill the array
PU_PopulateArray();
};
//
// PU_Flash()
// Flash Power-Up model in and out
//
void() PU_Flash =
{
// Toggle the Power-Up model on and off
if (self.hitcount % 2) {
// Store model
if (!self.oldmodel)
self.oldmodel = self.model;
// Disappear
setmodel(self, "");
}
else {
// Reappear
setmodel(self, self.oldmodel);
}
if (self.hitcount < 15)
self.nextthink = time + 0.5;
else if (self.hitcount < 25)
self.nextthink = time + 0.25;
else
self.nextthink = time + 0.1;
self.hitcount++;
// Too late, delete the Power-Up
if (self.hitcount >= 40) {
remove(self.owner);
remove(self);
}
};
//
// PU_PlayVO()
// Play the assigned Voiceover clip before destroying ourself.
//
void() PU_PlayVO =
{
sound(self, CHAN_VOICE, self.powerup_vo, 1, ATTN_NONE);
remove(self);
};
//
// PU_Touch()
// Run assigned functions and prep for Deletion
//
void() PU_Touch =
{
if (other.classname == "player")
{
// pickup sound
sound(self.owner,CHAN_VOICE,"sounds/pu/pickup.wav",1,ATTN_NONE);
// Acquire sound
sound(self.owner, CHAN_VOICE, "sounds/pu/pickup.wav", 1, ATTN_NONE);
// add a slight delay before VO play
self.think = powerup_play_sound;
// Prepare for VO and destruction
self.think = PU_PlayVO;
self.nextthink = time + 1;
// hide powerup until we remove (after sound)
// Hide the Power-Up
setmodel(self, "");
self.effects = 0;
Light_None(self);
self.touch = SUB_Null;
remove(self.owner);
// slight screen flash
stuffcmd(other, "bf\n");
// Flash the Screen if permitted
if (PU_ShouldFlashScreen(self.walktype) == true)
stuffcmd(other, "bf\n");
// powerup effects
switch(self.zombie_drop_id) {
// max ammo
case 1:
maxammo();
break;
// double points
case 2:
x2_finished = time + 30;
other.x2_icon = true;
break;
// insta kill
case 3:
instakill_finished = time + 30;
other.insta_icon = true;
break;
// nuke
case 4:
nuke();
break;
// carpenter
case 5:
carpenter();
break;
// free perk
case 6:
give_perk();
break;
// broken!
default:
centerprint(other, strcat("INVALID POWER-UP ID: ", ftos(self.zombie_drop_id)));
break;
}
// Run Power-Up function
PU_LogicFunction(self.walktype);
}
};
void() sparkle_think =
//
// PU_SparkleThink()
// Increment Frames for the Power-Up Sparkle.
//
void() PU_SparkleThink =
{
local float f;
float f;
float r;
f = self.frame;
local float r;
while(f == self.frame)
{
r = random();
@ -419,7 +513,7 @@ void() sparkle_think =
}
self.frame = f;
self.think = sparkle_think;
self.think = PU_SparkleThink;
self.nextthink = time + 0.1;
if(self.calc_time <= time)
@ -427,150 +521,65 @@ void() sparkle_think =
sound(self,CHAN_VOICE,"sounds/pu/powerup.wav",0.6,ATTN_NORM);
self.calc_time = time + 2.998;
}
};
//
// GetPowerupID()
// Returns a powerup id, checks if the game allows for
// one and if requirements for said powerup are met.
// Spawn_Powerup(where, type)
// Power-Up spawning function. Use type to force what spawns.
//
float() GetPowerupID =
{
float found;
float carpenter_able;
float perk_able;
float id;
id = carpenter_able = perk_able = 0;
// Check if we can get a carpenter or a free perk drop
if (total_windows_down >= 5)
carpenter_able = true;
if (rounds >= 15)
perk_able = true;
float total_powerups = 5; // nuke, insta, 2x, maxammo, carpenter, free perk
// Start ID loop
found = false;
while(found == false) {
float t = random();
// loop through all IDs
for (float i = 0; i < total_powerups + 1; i++) {
// check if the ID we got was viable
if (t > (i/total_powerups)) {
switch(i) {
case 1:
found = true;
id = i;
break;
case 2:
found = true;
id = i;
break;
case 3:
found = true;
id = i;
break;
case 4:
found = true;
id = i;
break;
case 5:
if (carpenter_able) {
found = true;
id = i;
}
break;
case 6:
/*if (perk_able) {
found = true;
id = i;
}*/
break;
default:
break;
}
}
}
}
return id;
}
float last_pu;
void(vector where, float type) Spawn_Powerup =
{
entity new_powerup;
float id;
entity powerup;
entity sparkle;
new_powerup = spawn();
new_powerup.origin = where;
setorigin(new_powerup, new_powerup.origin);
new_powerup.solid = SOLID_TRIGGER;
new_powerup.classname = "item_powerup";
// Set Up Power-Up
powerup = spawn();
powerup.origin = where;
setorigin(powerup, powerup.origin);
setsize (new_powerup, VEC_HULL_MIN, VEC_HULL_MAX);
new_powerup.movetype = MOVETYPE_NONE;
Light_Green(new_powerup);
powerup.solid = SOLID_TRIGGER;
powerup.classname = "item_powerup";
//=================== Sparkle Effects =====================
setsize(powerup, VEC_HULL_MIN, VEC_HULL_MAX);
powerup.movetype = MOVETYPE_NONE;
entity twlt_Sparkle;
twlt_Sparkle = spawn();
new_powerup.owner = twlt_Sparkle; //just a reference so power up can delete the sparkle later on
Light_Green(powerup);
// Set Up Sparkle Effect
sparkle = spawn();
powerup.owner = sparkle;
sparkle.origin = where;
setorigin(sparkle, sparkle.origin);
setorigin(twlt_Sparkle,where);
#ifndef PC
setmodel(twlt_Sparkle,"models/sprites/sprkle.spr");
setmodel(sparkle,"models/sprites/sprkle.spr");
#endif
twlt_Sparkle.think = sparkle_think;
twlt_Sparkle.nextthink = time + 0.1;
sound(twlt_Sparkle,CHAN_VOICE,"sounds/pu/powerup.wav",0.6,ATTN_NORM);
sound(new_powerup,CHAN_AUTO,"sounds/pu/drop.wav",1,ATTN_NONE);
sparkle.think = PU_SparkleThink;
sparkle.nextthink = time + 0.1;
//========================================================
// Drop Sounds
sound(sparkle, CHAN_VOICE, "sounds/pu/powerup.wav", 0.6, ATTN_NORM);
sound(powerup, CHAN_AUTO, "sounds/pu/drop.wav", 1, ATTN_NONE);
// Specific Power-Ups (for dogs)
if (type) {
setmodel(new_powerup, getPowerupModel(type));
new_powerup.zombie_drop_id = type;
new_powerup.powerup_vo = getPowerupVO(type);
} else {
// Grab a powerup ID
id = GetPowerupID();
// Should perk drops be individual?
if (id == 6) {
// Yes!
if (random() > (1/2)) {
// Set Style and make light Blue to symbolize it is an individual drop
// TODO: Make a sprite too??
new_powerup.style = 1;
Light_None(new_powerup);
Light_Blue(new_powerup);
}
// No!
else {
// failsafe
new_powerup.style = 0;
}
}
// finally, assign the id and model to our id.
setmodel(new_powerup, getPowerupModel(id));
new_powerup.zombie_drop_id = id;
new_powerup.powerup_vo = getPowerupVO(id);
// Check if we were forcefully assigned an ID
if (type != -1) {
powerup.walktype = type;
}
// No, so let's grab one from the array.
else {
powerup.walktype = PU_GetNextPowerUp();
}
last_pu = new_powerup.zombie_drop_id;
new_powerup.touch = powerup_touch;
// Assign the Power-Up model and sound
setmodel(powerup, PU_ModelPath(powerup.walktype));
powerup.powerup_vo = PU_VoiceoverPath(powerup.walktype);
// Finally assign collision function
powerup.touch = PU_Touch;
new_powerup.think = powerup_flash;
new_powerup.nextthink = time + 21;
totalpowerups++;
}
};

View file

@ -27,6 +27,7 @@
*/
void() LS_Setup;
void() PU_Init;
void() SUB_Remove = {remove(self);}
//called when starting server/loading the map
@ -102,7 +103,6 @@ void() StartFrame =
Round_Core();
Do_Zombie_AI ();
} else {
entity SpawnedIn;
SpawnedIn = find(world, classname, "player");
@ -164,11 +164,6 @@ void() precaches =
precache_model ("models/ai/zchead.mdl");
// powerups
precache_model ("models/pu/maxammo!.mdl");
precache_model ("models/pu/x2!.mdl");
precache_model ("models/pu/instakill!.mdl");
precache_model ("models/pu/nuke!.mdl");
precache_model ("models/pu/carpenter!.mdl");
precache_model ("models/pu/perkbottle!.mdl");
// start weapons
@ -227,11 +222,6 @@ void() precaches =
// power-ups
precache_sound ("sounds/pu/pickup.wav");
precache_sound ("sounds/pu/carpenter.wav");
precache_sound ("sounds/pu/maxammo.wav");
precache_sound ("sounds/pu/double_points.wav");
precache_sound ("sounds/pu/insta_kill.wav");
precache_sound ("sounds/pu/nuke.wav");
precache_sound ("sounds/pu/byebye.wav");
precache_sound ("sounds/pu/powerup.wav");
precache_sound ("sounds/pu/drop.wav");
@ -310,6 +300,9 @@ void() worldspawn =
// Define all of our Light Styles
LS_Setup();
// Init Power-Ups
PU_Init();
#ifdef PC
clientstat(STAT_CURRENTMAG, EV_FLOAT, currentmag);
clientstat(STAT_CURRENTMAG2, EV_FLOAT, currentmag2);